/****************************************************************************
 * Copyright (c) 2018 ~ 2020.10 liangxie
 * 
 * https://qframework.cn
 * https://github.com/liangxiegame/QFramework
 * https://gitee.com/liangxiegame/QFramework
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 ****************************************************************************/

#if UNITY_EDITOR

using UnityEngine;

namespace QFramework
{
    public class NodeActionEditorWrapper
    {
        private Action mAction;

        public NodeActionEditorWrapper(Action action)
        {
            mAction = action;
#if UNITY_EDITOR
            UnityEditor.EditorApplication.update += Update;
            mAction.OnEndedCallback += () => { UnityEditor.EditorApplication.update -= Update; };
#endif
        }

        void Update()
        {
            if (!mAction.Finished && mAction.Execute(Time.deltaTime))
            {
                mAction.Dispose();
                mAction = null;
            }
        }
    }
}
#endif
